Hello fellow devs, and Hi mom!
To not overload the blog and Facebook page we’re going to write weekly posts, which we update 7 times each, once per day.
Let’s get this done!
Today I took a few asset I’d made for Unreal Engine 4 and pushed them through my Unity pipeline, sadly, most of my original files had been lost so this took quite bit longer than expected.
I will need to edit the textures a bit to fit in with the rest of the game.
Additionally, adhering to the one object per day rule I also created the cherries seen in the image below.
For me, the programmer had a nice one hour yesterday as well, we had a small base of code from last weekend so I improved upon that, working with the weapon system, cleaning up and improving the attack code a bit.
So far I am working with temporary graphics of course, with some from Jona and some programmer made visuals, I think it is safe to say that I am the better artist of KJ.
I created the base of a flan asset using Maya and started looking into a custom shader to change colors of it depending upon taste, I’ve not yet decided if this it the way I’ll go with it, but there’s time for iteration yet.
I also started and finalized the ecological chocolate bar seen in the image. Most time was spent looking into the Unity 5 Standard shader.
I’ve yet to decide if PBR is the right way to go for this game, it’s lacking something important, maybe the lighting will stick, as for the rest, big things are coming, I’m sure of it!
I went wholeheartedly into creating a system to handle settings and configurations with restore to default capabilities and also started looking into using cInput. So not a big update for me, nothing as fancy as sweet chockolates but I am a firm beliver of having a strong foundation of these general systems inplemented early as it will help during development, also since we don’t have all the concepts and ideas of the game done it is something to work on while we figure things out.
Busiest day of the week, managed to get an hour in, however, I wasn’t even close to managing a blog update after, spent too long on this haha.
After creating the basic system for handling settings in the game I continued with creating a settings editor just to avoid the hassle of having to deal with the XML file.
Today we went into full work mode, I worked on writing some shaders and started on some clothing, using a free trial of Marvelous Designer, it was a lof of fun, it’s prone to crashing but very powerful.
This saturday we went full work mode and I took the time to improve upon the item and weapon systems as well as started working on the inventory ststem.
I continued experimenting with Marvelous Designer, here are a set of pants I created somewhere around midnight and beyond, hopefully I’ll have the time for another update today.
These clothes need some nice textures, painting time!
The last day of the firs week I spent some time cleaning up the code from yesterday, making som small improvements to the code.
I end the sunday with this, my current favourite shader iterations, which do you prefer? Send me a message on Facebook or twitter and let me know!